I see that you also don't have your Kickstarter 'K' - which you might kare to kollect. There's a whole private section of the forums for you K Kontributors.

My understanding is that not all of the city's 'zones' will be available at launch and some of the Mogul buildings are slated to be in these outlying zones. That means they have lower priority at this time, unfortunately.

I would try sending a message to the address from that last email. Alternately, I might PM ShadowElusive.

My understanding is that not all of the city's 'zones' will be available at launch and some of the Mogul buildings are slated to be in these outlying zones. That means they have lower priority at this time, unfortunately.

To add a little bit more info to this we had a Dev (Doctor Tyche I think) publicly disclose last year that they had roughly 95 people pay for Moguls in total.

It was also mentioned (as Fireheart implied) that they were going to attempt to place (IIRC) around half of those Moguls (50?) in zones that are going to be released when the game launches. This means the other half will be introduced in zones that are going to be added to the game after launch.

There was no info given as to how the Devs chose which half to do first and which half would be done later. They could have worked them "first come first served" order so that the first people to sign up for Moguls were the first to get their Moguls but I'm not completely sure that was the case. They could have tackled them in an "easiest to create first" order, but again there's no specific evidence for that either. Ultimately they might have just randomly picked which ones to do first so you'd just have to be lucky or not.

With 95 moguls, I wonder how many custom, personalized base entrances they'll need to make from the lower tiers.

If we assume that all 95 Moguls are more or less one-of-a-kind unique buildings then I'd think all/most of their "entrances" would be unique too. That's probably one of many reasons why they decided to hold off on half of them until post-launch zones just to spread out all the unique work involved.

When you say "from the lower tiers" are you assuming they all must have street level doors? It's always possible (based on the design) that the main door for a Mogul might be from some kind of rooftop terrace or some-such.

No I meant that some of the lower kickstarter tiers included having a secret personalized entrance to your base. I qualify for this and assume everyone from higher tiers does as well. I supposed this would need to be post launch so people can choose where they want theirs, while also keeping the custom exploration badges post launch for the same reason.

No I meant that some of the lower kickstarter tiers included having a secret personalized entrance to your base. I qualify for this and assume everyone from higher tiers does as well. I supposed this would need to be post launch so people can choose where they want theirs, while also keeping the custom exploration badges post launch for the same reason.

Higher tier, in fact the second highest tier.

—

Technical Director

Read enough Facebook and you have to make Sanity Checks. I guess FB is the Great Old One of the interent these days... - Beamrider

"All Your Base - One of the base features we’ll be implementing are secret entrances. At this level you’ll be able to use an additional set of doors only available to sponsors of this level plus correspondingly themed base decor + All previous rewards."

Seems it's just a special Kickstarter door, my bad. The years have played tricks on me!

"All Your Base - One of the base features we’ll be implementing are secret entrances. At this level you’ll be able to use an additional set of doors only available to sponsors of this level plus correspondingly themed base decor + All previous rewards."

Seems it's just a special Kickstarter door, my bad. The years have played tricks on me!

No worries - without the actual game to play yet I sometimes forget the various details of the original Kickstarter perks too.

As far as the "All Your Base" thing goes I always assumed that meant we'd be able to choose an additional door to our bases but I never thought that door would be "custom designed" by the players. That door would presumably be attached to an existing generic building already in the game. So for example if there was a "storefront on Second Street" you liked you could pick the door to that store to be linked directly to your base. You wouldn't design what that door looks like on the outside - you'd just get to have that door serve as an "alternative secret portal" to your base.

I would assume we could only pick from "non-special" generic mission doors. I doubt they'd let us use any doors that were related to "common doors" that should be open to all players (like say the entrance to an ICON or Pocket D).

Since then it's evolved to a base transporter type of system. The original idea felt too flat once we began implementing it, and the transporter code rendered the benefit redundant anyways.

Based on what you've said here could you better explain what the current benefit of the "All Your Base" Perk is now in the 2018 version of the game?

Clearly many things have changed since the original Kickstarter and I imagine many of the ideas/concepts behind the Perks/Add-Ons have evolved over time. For instance we (the players) already know the "original Dev interpretation" of the Mogul Add-On has radically changed based on info you've provided in these forums. Perhaps the time has come for the Devs to "resummarize" the write-ups of everything introduced/addressed by the original Kickstarter to reflect how things have actually been implemented in the existing builds of the game.

Perhaps it would be better if they remained focused on finishing the game.

If the Devs don't have the updated information I just asked for right now then I'd have grave doubts the game would ever get finished at this point.

All I've asked for is for somebody to spend 15 minutes updating the text for what each Perk and Add-On will provide based on how the game has evolved since 2013. Again if they don't have that information readily available right now when would they ever? Remember they have currently been promising a "Kickstarter 2.0" that could be happening within the next few weeks/months and it's more than reasonable to think that the updated text I'm asking for here would appear in that.

If they want to keep those updated descriptions/definitions secret until "Kickstarter 2.0" happens then that's fine, but I promise you nothing about that would be jeopardizing their ability to "remain focused on finishing the game". Even suggesting such a thing related to what I asked for is laughable at best.

If the Devs don't have the updated information I just asked for right now then I have grave doubts the game will ever get finished.

s
Yes, I'm sure that one thing is an excellent metric that surely shows the whole project is a failure.
/s

Lothic wrote:

All I've asked for is somebody to spend 15 minutes updating the text for what each Perk and Add-On will provide based on how the game has evolved since 2013.

And would that kind of statement affect any contractual obligations with kickstarter? Would Kickstarter need to be updated? Would Kickstarter require that every contributor be contacted individually? Does one person have all the information or would several people have to contribute? Should they communicate the first thing that comes to mind or should there be a review? If there is a review, will there be revisions and subsequent reviews. Sounds like it could be more than "15 minutes" to me.

Lothic wrote:

Again if they don't have that information readily available right now when would they ever?

s
Obviously if they don't have what Lothic wants within 15 minutes then it's the same as never having it. Yes, it's impossible to be any other way, so it is the same.
/s

Lothic wrote:

... I promise you nothing about that would be "jeopardizing" their ability to remain focused on "finishing the game". Even suggesting such a thing related to what I asked for is laughable at best.

If the Devs don't have the updated information I just asked for right now then I have grave doubts the game will ever get finished.

s
Yes, I'm sure that one thing is an excellent metric that surely shows the whole project is a failure.
/s

Lothic wrote:

All I've asked for is somebody to spend 15 minutes updating the text for what each Perk and Add-On will provide based on how the game has evolved since 2013.

And would that kind of statement affect any contractual obligations with kickstarter? Would Kickstarter need to be updated? Would Kickstarter require that every contributor be contacted individually? Does one person have all the information or would several people have to contribute? Should they communicate the first thing that comes to mind or should there be a review? If there is a review, will there be revisions and subsequent reviews. Sounds like it could be more than "15 minutes" to me.

Lothic wrote:

Again if they don't have that information readily available right now when would they ever?

s
Obviously if they don't have what Lothic wants within 15 minutes then it's the same as never having it. Yes, it's impossible to be any other way, so it is the same.
/s

Lothic wrote:

... I promise you nothing about that would be "jeopardizing" their ability to remain focused on "finishing the game". Even suggesting such a thing related to what I asked for is laughable at best.

No need to laugh. It's just that the ask is a waste of time.

"THE TITANS ARE COMING! THE TITANS ARE COMING!"

We have now had multiple proven examples where the "literal text" of what was written up for the Perks and Add-Ons in the Kickstarter back in 2013 DOES NOT reflect what we're ultimately going to get when this game launches. I don't know why you'd want to remain in the dark about what changes have evolved with those things over the last 4+ years but for some silly reason I'd like to know.

Again if the Devs want to keep the current wordings/versions of these things secret until the "Kickstarter 2.0" event happens that's fine. But your strange reaction to my desire for more Dev disclosure on this topic is puzzling to me at best. I invested 'four-figures' into this game based on the relatively vague information provided by the original Kickstarter webpage. Forgive me if 4+ years later I might be mildly interested in seeing if I'm going to get anything even remotely related to what I paid for. *shrugs*

I'm really not asking for the world here. I'd be happy with a few new sentences/paragraphs written to update the obviously out-of-date phrases sprinkled around on the original Kickstarter webpage. I'm not talking about MWM updating the actual original Kickstarter webpage - I'm pretty sure that's not possible regardless. I'm simply asking for the updated information we're almost certain to get when the "Kickstarter 2.0" thing happens.

I basically don't like to discuss things based on very outdated data. This entire thread has been based on a fundamental lack of precise info about the Mogul Add-On and the changes that have happened to it since 2013. If the Devs would give us even a few clear sentences to better explain these things, information I will reiterate MUST exist right now considering how far along the game has been under development at this point, then much of the pointless misunderstanding could be avoided. Somehow I think a Dev could have found 10-15 minutes in the last 4+ years to do that...

I love the topic of Moguls, it is an amazing thing to accommodate a player dream into the permanence of the game. And to have made such amazing concessions to those same donators in the updates to the perk.

If other perks need a fresh description perhaps that is also a fresh topic.

Yay Moguls :)

—

"The illusion which exalts us is dearer to us than ten thousand truths." - Pushkin "One piece of flair is all I need." - Sister Silicon

I love the topic of Moguls, it is an amazing thing to accommodate a player dream into the permanence of the game. And to have made such amazing concessions to those same donators in the updates to the perk.

I'm sure the Devs never intended it but I think the Mogul Add-On (and the way the Devs have decided to handle it) is going to turn out to be either one of the greatest things that ever happened to this game or one of the worst. Let me explain what I mean by that.

If this game succeeds then the existence of the Moguls will probably be a major highlight to show how unique the game is and how much effort the Devs were willing to put into it to make its top Kickstarter donors happy. It'll be part of a realization of a dream many of us had since we first started playing CoH 14 years ago.

Conversely if this game fails at least some of the blame for such a failure will likely be set against the Moguls. The claim will be made that the Devs "bit off more than they could chew" by wasting too much time/effort on things like the Moguls instead of other fundamental parts of the game. People will say the Devs should not have promised so much "fluffy customized stuff" before making sure the core game actually worked and/or was fun to play.

Time of course will tell which way this gamble goes. Obviously I'm still hoping for the best, but either way things like the Moguls will be famous (or infamous) accordingly.